I'm am very new to this forum and this is my first post. I'm sorry for my English, it could be a bit wrong sometimes but i'll try my best.

Now the actual question:

In my 3d game I have a model of a gun. Like in almost every shooter you have a gun in the bottom-right corner of the screen, independently of the point you're looking at. I want this in my game to and I've already managed to turn the model as it should and it is in the correct position for turning left and right. The only problem is now, that I can't manage it for looking up and down, the gun stays in the wrong spot.

I am using another OpenGL versions, so my code probably will not tell you too much, but I can always help from the theoretical side.

In short, you should:-set your "standard" 3d rendering camera-draw things like map, enemies etc.-set contant 3d rendering camera-draw 3d things which are always in the same place (gun)-set constant 2d rendering camera-draw 2d things which are always in the same place (interface)

I am using another OpenGL versions, so my code probably will not tell you too much, but I can always help from the theoretical side.

In short, you should:-set your "standard" 3d rendering camera-draw things like map, enemies etc.-set contant 3d rendering camera-draw 3d things which are always in the same place (gun)-set constant 2d rendering camera-draw 2d things which are always in the same place (interface)

You wrapping OpenGL in other methods is probably why the OP got confused.

The array contains [x,y,z,angle]. The angle is the rotation angle around the axis Oy centered on the rocket launcher. This source code is far from perfect as it was not possible to look up and down in this version. It's possible in the pre-beta version but the source code relies on an engine, it wouldn't be helpful for you as you wish to use a low level Java binding.

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